Gaming machine shortening the playing time and playing method thereof

ABSTRACT

In a bonus game, a predetermined time at which the symbols  180  being variably being variably displayed are rearranged is switched between a base time and a special time shorter than the base time, based on an operation received by a start button  11   a.

CROSS REFERENCE TO RELATED APPLICATION

This application claims the benefit of U.S. Provisional Application No.60/924,978, filed on Jun. 7, 2007.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The invention relates to a gaming machine in which a playing time isshortened by an operation from an outside, and a playing method thereof.

2. Description of Related Art

In a conventional gaming machine, when a player inserts a game mediumsuch as coin or bill into an insertion slot of the gaming machine andpresses a start button, symbols are scroll-displayed in a displaymounted on a front of a cabinet and the symbols are then stoppedautomatically.

In gaming machines of U.S.A. or Australia, for example, as disclosed ina U.S. Pat. No. 6,383,073B1, a player cannot stop a scroll display ofsymbol columns, based on the player's intention. Meanwhile, U.S. Pat.No. 6,471,208B2 discloses a gaming machine having a roulette functionadded thereto, wherein a button is provided to stop the roulette by theplayer's intention.

In the mean time, in gaming machines of Japan, for example, as disclosedin U.S. Pat. Nos. 6,866,582B2 or 7,053,585B2, there are provided buttonsfor each of symbol columns, so as to stop a scroll display of eachsymbol column by a player's intention.

Like this, each country prescribes a variety of rules for the gamingmachines in legal regulations or voluntary regulations.

However, if a scroll display of each symbol column is not enabled to bestopped by a player's intention, a player, who feels that it takes along time for the scroll display of each symbol column to stop, may losean interest in a game. In particular, a player who desires to quicklyend a game due to certain reasons or a player who wants to rapidly knowa game result may have dissatisfaction.

In addition, it is preferred in a casino operating gaming machines thatthe rate of operation of a gaming machine is raised and the takings arethus increased. However, since it is fixed a time that is spent untilthe scroll display of each symbol column is automatically stopped, therate of operation of the gaming machine is limited, so that the increasein the takings cannot be expected.

The invention is to provide a gaming machine having an entertainmentcharacteristic, which is not provided to the prior art, and a playingmethod thereof.

In addition, the invention is to provide a gaming machine capable ofsatisfying a player's desire for a playing time and increasing a rate ofoperation of the gaming machine and a playing method thereof.

SUMMARY OF THE INVENTION

The invention provides a gaming machine having structures as describedbelow. The gaming machine comprises a display, an input device and acontroller. The display arranges many symbols. The input device receivesan operation from an outside. The controller is programmed to operate asdescribed in steps of (a)˜(d). The controller is programmed (a) to starta variable display of the symbols, based on a predetermined condition,(b) to rearrange the symbols in a timing at which a predetermined timehas elapsed after the variable display is started, (c) to determine awinning on the basis of a relation of the symbols rearranged and (d) toswitch the predetermined time between a base time and a special timeshorter than the base time, based on the operation received by the inputdevice.

According to the above structure, based on the operation received by theinput device, a predetermined time is switched between a base time and aspecial time shorter than the base time. Accordingly, when thepredetermined time is switched into the special time, the symbols arerearranged in the timing at which the special time shorter than the basetime has elapsed, so that the time required for a unit game isshortened. Thereby, since the waiting time of the player is shortened, aplayer who desires to quickly end the game or a player who wants torapidly know a game result is satisfied. In addition, when thepredetermined time is switched into the special time, more unit gamesare performed within the same time. Accordingly, the rate of operationof the gaming machine is increased. As a result, a new entertainmentcharacteristic can be provided.

The invention provides a gaming machine having structures as describedbelow. The gaming machine comprises a display, an input device, aspeaker and a controller. The display arranges many symbols. The inputdevice receives an operation from an outside. The speaker outputs avoice sound. The controller is programmed to operate as described insteps of (a)˜(e). The controller is programmed (a) to start a variabledisplay of the symbols based on a predetermined condition, (b) torearrange the symbols in a timing at which a predetermined time haselapsed after the variable display is started, (c) to determine awinning on the basis of a relation of the symbols rearranged, (d) toswitch the predetermined time between a base time and a special timeshorter than the base time, based on the operation received by the inputdevice and (e) to output a notifying sound corresponding to an operationreceived by the input device, from the speaker.

According to the above structure, based on the operation received by theinput device, a predetermined time is switched between a base time and aspecial time shorter than the base time. Accordingly, when thepredetermined time is switched into the special time, the symbols arerearranged in the timing at which the special time shorter than the basetime has elapsed, so that the time required for a unit game isshortened. Thereby, since the waiting time of the player is shortened, aplayer who desires to quickly end the game or a player who wants torapidly know a game result is satisfied. In addition, when thepredetermined time is switched into the special time, more unit gamesare performed within the same time. Accordingly, the rate of operationof the gaming machine is increased. In addition, a notifying soundcorresponding to an operation received by the input device is outputtedfrom the speaker, so that the player is notified that the predeterminedtime is the base time or special time. As a result, a new entertainmentcharacteristic can be provided.

The invention provides a gaming machine having structures as describedbelow. The gaming machine comprises a display, an input device and acontroller. The display arranges many symbols. The input device receivesan operation from an outside. The controller is programmed to operate asdescribed in steps of (a)˜(e). The controller is programmed (a) to starta variable display of the symbols based on a predetermined condition,(b) to rearrange the symbols in a timing at which a predetermined timehas elapsed after the variable display is started, (c) to determine awinning on the basis of a relation of the symbols rearranged, (d) toshift to a specific game state when a relation of the symbols rearrangedis a specific relation and (e) to switch the predetermined time betweena base time and a special time shorter than the base time, based on theoperation received by the input device, in the specific game state.

According to the above structure, based on the operation received by theinput device in the specific game state, a predetermined time isswitched between a base time and a special time shorter than the basetime. Accordingly, when the predetermined time is switched into thespecial time, the symbols are rearranged in the timing at which thespecial time shorter than the base time has elapsed, so that the timerequired for a unit game is shortened. Thereby, since the waiting timeof the player is shortened, a player who desires to quickly end the gameor a player who wants to rapidly know a game result is satisfied. Inaddition, when the predetermined time is switched into the special timein the specific game state, more unit games are performed within thesame time. Accordingly, the rate of operation of the gaming machine isincreased. As a result, a new entertainment characteristic can beprovided.

The invention provides a gaming machine having structures as describedbelow. The gaming machine comprises a display, an input device, aspeaker and a controller. The display arranges many symbols. The inputdevice receives an operation from an outside. The speaker outputs avoice sound. The controller is programmed to operate as described insteps of (a)˜(f). The controller is programmed (a) to start a variabledisplay of the symbols based on a predetermined condition, (b) torearrange the symbols in a timing at which a predetermined time haselapsed after the variable display is started, (c) to determine awinning on the basis of a relation of the symbols rearranged, (d) toshift to a specific game state when a relation of the symbols rearrangedis a specific relation, (e) to switch the predetermined time between abase time and a special time shorter than the base time, based on theoperation received by the input device, in the specific game state and(f) to output a notifying sound corresponding to an operation receivedby the input device, from the speaker.

According to the above structure, based on the operation received by theinput device in the specific game state, a predetermined time isswitched between a base time and a special time shorter than the basetime. Accordingly, when the predetermined time is switched into thespecial time, the symbols are rearranged in the timing at which thespecial time shorter than the base time has elapsed, so that the timerequired for a unit game is shortened. Thereby, since the waiting timeof the player is shortened, a player who desires to quickly end the gameor a player who wants to rapidly know a game result is satisfied. Inaddition, when the predetermined time is switched into the special timein the specific game state, more unit games are performed within thesame time. Accordingly, the rate of operation of the gaming machine isincreased. In addition, a notifying sound corresponding to an operationreceived by the input device is outputted from the speaker, so that theplayer is notified that the predetermined time is the base time orspecial time. As a result, a new entertainment characteristic can beprovided.

The invention provides a playing method of a gaming machine repeatedlyexecuting a unit game in which many symbols are rearranged in a display.The method comprises steps of: (a) starting a variable display of thesymbols based on a predetermined condition, (b) rearranging the symbolsin a timing at which a predetermined time has elapsed after the variabledisplay is started, (c) determining a winning on the basis of a relationof the symbols rearranged and (d) switching the predetermined timebetween a base time and a special time shorter than the base time, basedon the operation received by the input device.

According to the above structure, based on the operation received by theinput device, a predetermined time is switched between a base time and aspecial time shorter than the base time. Accordingly, when thepredetermined time is switched into the special time, the symbols arerearranged in the timing at which the special time shorter than the basetime has elapsed, so that the time required for a unit game isshortened. Thereby, since the waiting time of the player is shortened, aplayer who desires to quickly end the game or a player who wants torapidly know a game result is satisfied. In addition, when thepredetermined time is switched into the special time, more unit gamesare performed within the same time. Accordingly, the rate of operationof the gaming machine is increased. As a result, a new entertainmentcharacteristic can be provided.

The invention provides a playing method of a gaming machine repeatedlyexecuting a unit game in which many symbols are rearranged in a display.The method comprises steps of: (a) starting a variable display of thesymbols based on a predetermined condition, (b) rearranging the symbolsin a timing at which a predetermined time has elapsed after the variabledisplay is started, (c) determining a winning on the basis of a relationof the symbols rearranged, (d) switching the predetermined time betweena base time and a special time shorter than the base time, based on theoperation received by the input device and (e) outputting a notifyingsound corresponding to an operation received by the input device, fromthe speaker.

According to the above structure, based on the operation received by theinput device, a predetermined time is switched between a base time and aspecial time shorter than the base time. Accordingly, when thepredetermined time is switched into the special time, the symbols arerearranged in the timing at which the special time shorter than the basetime has elapsed, so that the time required for a unit game isshortened. Thereby, since the waiting time of the player is shortened, aplayer who desires to quickly end the game or a player who wants torapidly know a game result is satisfied. In addition, when thepredetermined time is switched into the special time, more unit gamesare performed within the same time. Accordingly, the rate of operationof the gaming machine is increased. In addition, a notifying soundcorresponding to an operation received by the input device is outputtedfrom the speaker, so that the player is notified that the predeterminedtime is the base time or special time. As a result, a new entertainmentcharacteristic can be provided.

The invention provides a playing method of a gaming machine repeatedlyexecuting a unit game in which many symbols are rearranged in a display.The method comprises steps of: (a) starting a variable display of thesymbols based on a predetermined condition, (b) rearranging the symbolsin a timing at which a predetermined time has elapsed after the variabledisplay is started, (c) determining a winning on the basis of a relationof the symbols rearranged, (d) shifting to a specific game state when arelation of the symbols rearranged is a specific relation and (e)switching the predetermined time between a base time and a special timeshorter than the base time, based on the operation received by the inputdevice, in the specific game state.

According to the above structure, based on the operation received by theinput device in the specific game state, a predetermined time isswitched between a base time and a special time shorter than the basetime. Accordingly, when the predetermined time is switched into thespecial time in the specific game state, the symbols are rearranged inthe timing at which the special time shorter than the base time haselapsed, so that the time required for a unit game is shortened.Thereby, since the waiting time of the player is shortened, a player whodesires to quickly end the game or a player who wants to rapidly know agame result is satisfied. In addition, when the predetermined time isswitched into the special time in the specific game state, more unitgames are performed within the same time. Accordingly, the rate ofoperation of the gaming machine is increased. As a result, a newentertainment characteristic can be provided.

The invention provides a playing method of a gaming machine repeatedlyexecuting a unit game in which many symbols are rearranged in a display.The method comprises steps of: (a) starting a variable display of thesymbols based on a predetermined condition, (b) rearranging the symbolsin a timing at which a predetermined time has elapsed after the variabledisplay is started, (c) determining a winning on the basis of a relationof the symbols rearranged, (d) shifting to a specific game state when arelation of the symbols rearranged is a specific relation, (e) switchingthe predetermined time between a base time and a special time shorterthan the base time, based on the operation received by the input device,in the specific game state and (f) outputting a notifying soundcorresponding to an operation received by the input device, from thespeaker.

According to the above structure, based on the operation received by theinput device in the specific game state, a predetermined time isswitched between a base time and a special time shorter than the basetime. Accordingly, when the predetermined time is switched into thespecial time in the specific game state, the symbols are rearranged inthe timing at which the special time shorter than the base time haselapsed, so that the time required for a unit game is shortened.Thereby, since the waiting time of the player is shortened, a player whodesires to quickly end the game or a player who wants to rapidly know agame result is satisfied. In addition, when the predetermined time isswitched into the special time in the specific game state, more unitgames are performed within the same time. Accordingly, the rate ofoperation of the gaming machine is increased. In addition, a notifyingsound corresponding to an operation received by the input device isoutputted from the speaker, so that the player is notified that thepredetermined time is the base time or special time. As a result, a newentertainment characteristic can be provided.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a playing method of a gaming machine;

FIG. 2 is a block diagram of a gaming machine;

FIG. 3 illustrates a display screen;

FIG. 4 shows symbols and code numbers thereof;

FIG. 5 is a perspective view showing an external appearance of a gamingmachine;

FIG. 6 is a block diagram showing an entire electrical structure of agaming machine;

FIG. 7 is a block diagram showing an electrical structure of asub-control substrate of a gaming machine;

FIG. 8 is a flow chart of a game executing process;

FIG. 9 is a flow chart of a bonus game process; and

FIG. 10 is a flow chart of a scroll display process.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, it will be described an embodiment of a gaming machine anda playing method according to the invention.

As shown in FIG. 1, a gaming machine repeatedly executes a unit game inwhich many symbols 180 are rearranged in a display 101 and carries out aplaying method comprising steps of starting a variable display of thesymbols based on a predetermined condition; rearranging the symbols 180in a timing at which a predetermined time has elapsed after the variabledisplay is started; determining a winning on the basis of a relation ofthe symbols 180 rearranged; shifting to a specific game state when arelation of the symbols 180 rearranged is a specific relation; switchingthe predetermined time between a base time and a special time shorterthan the base time, based on the operation received by an input device114, in the specific game state; and outputting a notifying soundcorresponding to an operation received by the input device 114, from aspeaker 102.

Herein, the “arrangement” means a state in which the symbols 180 areallowed to be visible with naked eyes of an exterior player. In otherwords, in FIG. 1, the symbols 180 are under state of being displayed inthe display windows 7L, 7C, 7R. In the mean time, the “rearrangement”means arranging the symbols 180 again after dismissing the arrangementof the symbols 180. In addition, the “specific game state” means a bonusgame. The “specific relation” means a bonus trigger. When a bonustrigger is made in a basic game, a game state is shifted to a bonus gamefrom the basic game.

(Display 101)

As shown in FIG. 2, the gaming machine executing the playing methodcomprises a display 101, a speaker 102, a controller 100 and an in inputdevice 114. The display 101 has a payline L and is configured to arrangethe symbols 180.

The display unit 101 may be a mechanical structure with a reel devicefor arranging the symbols 180 by rotation of a reel or electricalstructure with a video reel on which an image is displayed for arrangingthe symbols 180. Further, the display unit 101 may be a structure ofcombining a mechanical structure (reel) and an electrical structure(video reel). The electrical structure may include a liquid crystaldevice, a CRT (cathode-ray tube), a plasma display and the like. Inaddition, the number of the display windows 7L, 7C, 7R may be arbitrary.A detailed structure of the display unit 101 will be described later.

(Speaker 102)

The speaker 102 outputs a notifying sound corresponding to an operationreceived by the input device 114 in a bonus game.

(Controller 100)

The controller 100 is structured to execute a first process of startinga variable display of the symbols 180 based on a predeterminedcondition, a second process of rearranging the symbols 180 in a timingat which a predetermined time has elapsed after the variable display isstarted, a third process of determining a winning on the basis of arelation of the symbols 180 rearranged, a fourth process of shifting toa specific game state when a relation of the symbols 180 rearranged is aspecific relation, a fifth process of switching a predetermined timebetween a base time and a special time shorter than the base time, basedon the operation received by an input device 114, in a specific gamestate, and a sixth process of outputting a notifying sound correspondingto an operation received by the input device 114, from a speaker 102. Inother words, the controller 100 comprises first to sixth processingunits.

The controller 100 comprises a symbol memory 108 for storing all symbols180 and a display symbol memory 107 for storing the symbols 180 in thesymbol memory 108 as a display symbol. The display symbol memory 107 canbe accessed by a display control unit 103. The display control unit 103reads out the symbols 180 in the display symbol memory 107 under controlof a game executing unit 110 and displays the symbols 180 in the display101. A detailed display state will be described later.

In addition, the controller 100 comprises a rearrangement symboldetermining unit 106 that determines symbols to be rearranged in everyunit game, based on the symbols 180 stored in the symbol memory 108. Thesymbols to be rearranged, which are determined by the rearrangementsymbol determining unit 106, are stored in a rearrangement symbol memory105, are outputted to the display symbol memory 107 and are then usedfor an image process in the display control unit 103, so that they aredisplayed in the display 101.

Furthermore, the controller 100 is connected to a game start unit 109.The game start unit 109 has a function of outputting a game start signalby an operation of the player. The controller 100 comprises a gameexecuting unit 110 for executing a unit game in which the symbols 180are rearranged, a combination payout determining unit 111 fordetermining a payout in a unit game, and a payout award unit 113 forawarding the payout determined in the combination payout determiningunit 111.

The game executing unit 110 starts a variable display of the symbols 180arranged in the display 101 with a game start signal, as trigger, fromthe game start unit 109 and rearranges the symbols 180 in a timing atwhich a predetermined time has elapsed after the variable display isstarted. In other words, the controller 100 executes a first process ofstarting a variable display of the symbols 180 based on a predeterminedcondition and a second process of rearranging the symbols 180 in atiming at which a predetermined time has elapsed after the variabledisplay is started. The combination payout determining unit 111determines a payout that is determined by a combination of the symbols180 rearranged on the payline L in a unit game. In other words, thecontroller 100 executes a third process of determining a winning on thebasis of a relation of the symbols 180 rearranged.

In addition, when a combination of the symbols 180 rearranged on thepayline L is a combination of a specific symbol (“APPLE”), the gameexecuting unit 110 shifts a game state to a bonus game from a basicgame, with this combination as a bonus trigger. In other words, thecontroller 100 executes a fourth process of shifting to a specific gamestate when a relation of the symbols 180 rearranged is a specificrelation.

Moreover, the controller 100 is connected to the input device 114. Asthe input device 114 is operated by a player in a bonus game, apredetermined time, which is a timing at which the symbols 180 beingvariably displayed are rearranged, is switched between a base time and aspecial time shorter than the base time. Specifically, as shown in FIG.1, when the input device 114 is pushed one time by a player, thepredetermined time is set as a base time. When the input device 114 ispushed twice by a player, the predetermined time is set as a specialtime. Herein, the “one time push” means a push operation in which asecondary operation is not carried out for the input device 114 beforean arbitrary time (for example, 1 second) has elapsed after the primaryoperation is executed for the input device 114. In the mean time, the“twice push” means a push operation in which a secondary operation iscarried out for the input device 114 before an arbitrary time (forexample, 1 second) has elapsed after the primary operation is executedfor the input device 114. In other words, the controller 100 executes afifth process of switching a predetermined time between a base time anda special time shorter than the base time, based on the operationreceived by an input device 114, in a specific game state.

Moreover, the controller 100 has a speaker control unit 112. The speakercontrol unit 112 outputs a notifying sound corresponding to a base timeand a notifying sound corresponding to a special time shorter than thebase time, from the speaker 102, based on an operation received by theinput device 114. Specifically, as shown in FIG. 1, when the inputdevice 114 is pushed one time by a player, a “non-sound” correspondingto a base time is outputted from the speaker 102. In other words, whenthe input device 114 is pushed one time, no notifying sound is outputtedfrom the speaker 102. In the mean time, when the input device 114 ispushed twice by a player, a “notifying sound” corresponding to a specialtime is outputted from the speaker 102. Meanwhile, a “notifying sound”corresponding to the base time may be outputted from the speaker 102. Inother words, the controller 100 executes a sixth process of outputting anotifying sound corresponding to an operation received by the inputdevice 114, from the speaker 102.

In the mean time, each block of the controller 100 may be structuredwith a hardware or software, as required.

(Operation of the Controller 100)

In the followings, an operation of the controller 100 will be described.First, the symbols to be rearranged are determined by the rearrangementsymbol determining unit 106 and the determined symbols to be rearrangedare stored in the rearrangement symbol memory 105. The symbols to berearranged, which the rearrangement symbol memory 105 stores, are storedin the display symbol memory 107. The symbols to be rearranged, whichare stored in the display symbol memory 107, are enabled to be displayedin the display 101 by the display control unit 103. When a unit game isexecuted by the game executing unit 110, a variable display of thesymbols is started and the symbols to be rearranged, which are stored inthe display symbol memory 107, are displayed in the display 101 in atiming at which a predetermined time has elapsed from the start of thevariable display, so that the symbols 180 are rearranged. Thereby, thecontroller 100 executes a first process of starting a variable displayof the symbols 180 based on a predetermined condition and a secondprocess of rearranging the symbols 180 in a timing at which apredetermined time has elapsed after the variable display is started.

Then, a winning is determined by a relation of the symbols 180rearranged and a payout based on the winning is awarded by thecombination payout determining unit 111 and the payout award unit 113.Thereby, the controller 100 executes a third process of determining awinning on the basis of a relation of the symbols 180 rearranged.

Moreover, when a relation of the symbols 180 rearranged is a specificrelation (bonus trigger), a game state is shifted to a bonus game from abasic game. Thereby, the controller 100 executes a fourth process ofshifting to a specific game state when a relation of the symbols 180rearranged is a specific relation.

Furthermore, as an operation of the player is received by the inputdevice 114 in the bonus game, the predetermined time, which is a timingat which the symbols 180 being variably displayed are rearranged, isswitched between the base time and the special time shorter than thebase time. Specifically, as shown in FIG. 1, when the input device 114is pushed one time by the player, the predetermined time is set as abase time. When the input device 114 is pushed twice by the player, thepredetermined time is set as a special time. Thereby, the controller 100executes a fifth process of switching a predetermined time between abase time and a special time shorter than the base time, based on theoperation received by the input device 114, in a specific game state.

Furthermore, based on the operation received by the input device 114, anotifying sound corresponding to a base time and a notifying soundcorresponding to a special time shorter than the base time are outputtedfrom the speaker 102 by the speaker control unit 112. Specifically, asshown in FIG. 1, when the input device 114 is pushed one time by aplayer, no notifying sound is outputted from the speaker 102. In themean time, when the input device 114 is pushed twice by a player, a“notifying sound” corresponding to a special time is outputted from thespeaker 102. Thereby, the controller 100 executes a sixth process ofoutputting a notifying sound corresponding to an operation received bythe input device 114, from the speaker 102.

As can be clearly seen from the above operation, the gaming machine 1executes a playing method comprising steps of starting a variabledisplay of the symbols 180 based on a predetermined condition;rearranging the symbols 180 in a timing at which a predetermined timehas elapsed after the variable display is started; determining a winningon the basis of a relation of the symbols 180 rearranged; shifting to aspecific game state when a relation of the symbols 180 rearranged is aspecific relation; switching the predetermined time between a base timeand a special time shorter than the base time, based on the operationreceived by the input device 114, in the specific game state; andoutputting a notifying sound corresponding to the operation received bythe input device 114, from the speaker 102.

According to the playing method, based on the operation received by theinput device 114 in a specific game state (bonus game), a predeterminedtime is switched between a base time and a special time shorter than thebase time. Accordingly, when the predetermined time is switched into thespecial time in a specific game state, the symbols 180 are rearranged inthe timing at which the special time shorter than the base time haselapsed, so that the time required for a unit game is shortened.Thereby, since the waiting time of the player is shortened, a player whodesires to quickly end the game or a player who wants to rapidly know agame result is satisfied. In addition, when the predetermined time isswitched into the special time, more unit games are performed within thesame time. Accordingly, the rate of operation of the gaming machine isincreased. In addition, a notifying sound corresponding to an operationreceived by the input device 114 is outputted from the speaker 102, sothat the player is notified that the predetermined time is the base timeor special time. As a result, a new entertainment characteristic can beprovided.

(Display State)

It is specifically described an example of a display state of thedisplay unit 101, with respect to the operation processes of the gamingmachine 1 and the playing method. In the mean time, as shown in FIG. 3,the display state is described with reference to a structure in whichthe display unit 101 arranges the symbols in a mechanical reel manner.

The display unit 101 has display windows 7L, 7C, 7R for arranging thesymbols 180. The display windows 7L, 7C, 7R are disposed in a centralpart of the display unit 101. In the display windows 7L, 7C, 7R, thereels, on which symbol columns consisting of the symbols 180 aredepicted, are rotation-displayed (refer to FIG. 1). In addition, each ofthe display windows 7L, 7C, 7R is divided into upper, central and lowerstages 7 a, 7 b, 7 c. Each of the symbols is stopped (arranged) in therespective stages 7 a, 7 b, 7 c. For example, in FIG. 3, “PLUM” isstopped in the upper stage 7 a of the display window 7L, “ORANGE” isstopped in the central stage 7 b of the display window 7L and “PLUM” isstopped in the lower stage 7 c of the display window 7L. As a result,the display windows 7L, 7C, 7R display a symbol matrix consisting of 3columns and 3 rows. In the mean time, the symbol matrix is not limitedto 3 columns/3 rows.

In addition, the payline L is provided which horizontally traverses therespective display windows 7L, 7C, 7R. The payline L is provided todetermine a combination of the symbols 180. In other words, when thesymbols 180 are rearranged on and out of the payline L, a combination isdetermined only for the symbols 180 rearranged on the pay line. As aresult of the determination for a combination, when it is made a winningcombination, it is carried out, for example, a process of paying out acoin in accordance with the winning combination.

In the mean time, in this embodiment, when the symbols stopped on thepayline L provided are a predetermined combination, a process of payingout a coin is carried out. However, a following structure may beadopted: when a predetermined number of symbols referred to as a scattersymbol is displayed in the display 101, irrespective of the payline L, aprocess of paying out a coin is carried out.

(Symbol, Combination and the Like)

As shown in FIG. 4, 22 symbols constituting the symbol columns aredepicted on each of the left reel R1, the center reel R2 and the rightreel R3. The symbols constituting the respective symbol columns aregiven with one code number of 0˜21. Each of the symbol columns isconstituted with a combination of symbols of “JACKPOT 7,” “BLUE 7,”“BELL,” “CHERRY,” “STRAWBERRY,” “PLUM,” “ORANGE” and “APPLE.”

The three successive symbols in the symbol columns are displayed(arranged) in the upper, central and lower stages 7 a, 7 b, 7 c of thedisplay windows 7L, 7C, 7R, respectively, so that they constitute asymbol matrix of 3 columns/3 rows in the display windows 7L, 7C, 7R.When a BET button is pushed and then a start button is pushed to start agame, the symbol columns depicted on the respective reels R1, R2, R3 arescroll-displayed in the display windows 7L, 7C, 7R in the downwarddirection as the reels R1, R2, R3 are rotated. After a predeterminedtime period has elapsed, they are stopped (rearranged) in the display 7as the rotation of the reels R is stopped.

In addition, various winning combinations are predetermined with regardto the respective symbols. The winning combination is a combination thata combination of symbols stopped on the payline L becomes anadvantageous state to the player. The advantageous state is a state inwhich a coin is paid out in accordance with the winning combination, astate in which the payout-number of coins is added to a credit, a statein which a bonus game is started, and the like.

Specifically, when a combination of “APPLE” symbol is stopped on thepayline L, a bonus trigger is made and a gaming state is shifted to abonus game from a basic game. In addition, when a symbol of “CHERRY” isstopped on the payline L, 20 coins (game medium) are paid out per onebet. When a symbol of “PLUM” is stopped on the payline L, 5 coins arepaid out per one bet.

In the mean time, the bonus game is a gaming state that is moreadvantageous than a basic game. In one embodiment, the bonus game is afree game. The free game is a gaming state allowing a player to play agame for a predetermined number of times, without betting a coin. Thebonus game is not particularly limited as long as it is a gaming stateadvantageous to the player, i.e., it is more advantageous than the basicgame. For example, the bonus game may include a state in which it ispossible to obtain more game media than the basic game, a state in whichit is possible to obtain a game medium in a higher probability than inthe basic game, a state in which a game medium is less consumed than inthe basic game, and the like. Specifically, a free game, a second gameand the like are examples of the bonus game.

(Mechanical Structure of the Gaming Machine 1)

In the followings, it will be described an example of the gaming machine1 structured in a mechanical and electrical manner.

As shown in FIG. 5, the gaming machine 1 is an upright-type gamingmachine provided in a game arcade such as casino and the like and has acabinet 3 for receiving electrical or mechanical parts so as to executea game aspect. As a display unit 4 for displaying the game informationbased on a game operation of a player, there are provided an uppervariable display unit 4A, a central variable display unit 4B and a lowervariable display unit 4C, for example. Each of the display units 4A, 4B,4C is attached to a front of the cabinet 3 that is longitudinally long.

The upper variable display unit 4A is a display unit on which a playerfixes the eyes during the unit game and has a transparent upper liquidcrystal panel 5A that is fixed to a front door of the cabinet 3. Avariety of effect images are displayed in the upper liquid crystal panel5A during the unit game. For example, an effect of a moving picture isperformed in the upper liquid crystal panel 5A when a winning is made,for example.

The central variable display unit 4A is a rotating symbol display panelon which a player always fixes the eyes and has a transparent centralliquid crystal panel 5B that is fixed to the front door of the cabinet3. To the central liquid crystal panel 5B are provided three transparentdisplay windows 7L, 7C, 7R. The symbols of the three reels R1, R2, R3provided in the cabinet 3 can be seen from an outside through therespective display windows 7L, 7C, 7R. In addition, a single payline L,which horizontally traverses the three display windows 7L, 7C, 7R, isdisplayed in the central liquid crystal panel 5B. Moreover, apayout-number display unit 8 and a credit-number display unit 9 aredisplayed in an upper part of the central liquid crystal panel 5B.

The lower variable display unit 4C has a lower liquid crystal panel 5Cthat displays a point-number recorded in a card or a point-number of agame. A numerical value displayed in the lower liquid crystal panel 5Cis based on a display result of the central variable display unit 4B.When a winning combination is made in the central variable display unit4B, a point-number of a game displayed in the lower liquid crystal panel5C is added on the basis of the winning combination made. A ticketprinter 14 is provided to a left side of the lower liquid crystal panel5C and a card reader 15 is provided to a right side of the lower liquidcrystal panel 5C.

An operating table 10 that protrudes forward from the front face of thecabinet 3 is disposed below the lower variable display unit 4C. On theoperating table 10, there are arranged operating buttons 11 (forexample, bet button, collect button, start button 11 a and the like) asan operating unit enabling a player to operate a game. In addition, acoin insertion slot 12 and a bill insertion slot 13 are provided to theoperating table 10.

Herein, in this embodiment, the start button 11 a is the input device114 (refer to FIG. 2) described above. When the start button 11 a ispushed one time, the variable display (scroll display) of the symbols180 are started in the three display windows 7L, 7C, 7R after apredetermined time has elapsed which is a timing at which the symbols180 being variably displayed are rearranged. In addition, when the startbutton 11 a is pushed twice, the variable display (scroll display) ofthe symbols 180 are started in the three display windows 7L, 7C, 7Rafter a predetermined time is set as a special time, which is a timingat which the symbols 180 being variably displayed are rearranged.

A waist-position panel 17 is disposed below the operating table 10. Thewaist-position panel 17 is a plastic panel having a game-related imageprinted thereto. The waist-position panel 17 is fixed to a lower frontdoor 18 and illuminated by a cold cathode-ray tube. In addition, a cointray 19 that collects coins, which are paid out on the basis of a gameresult, is disposed below the waist-position panel 17.

Furthermore, a light-emitting unit 20 is disposed to the cabinet 3 ofthe gaming machine 1 so that it surrounds a game area including theupper variable display unit 4A, the central variable display unit 4B,the lower variable display unit 4C and the operating table 10. Thelight-emitting unit 20 comprises side lamps 22 that are provided toinclined parts 21, which are protruded in a bow shape at front right andleft ends of the cabinet 3 and at side parts over the upper variabledisplay unit 4A, the central variable display unit 4B and the lowervariable display unit 4C, speaker lamps 24 that are provided toarc-shaped speaker 23, which are sideways protruded at the right andleft ends of the cabinet 3 adjacent to the operating table 10, and arearranged along edges of the speakers 23, under lamps 25 that areprovided to a lower front door 18 and arranged along lower edges of thewaist-position panel 17, and top lamps 26 that are provided to an upperpart of the upper variable display unit 4A and have power lamps 26adisposed at both sides and central band-shaped lamps 26b arranged in ahorizontal direction.

(Electrical Structure of the Gaming Machine 1)

FIG. 6 is a block diagram showing an entire electrical structure of thegaming machine 1. As shown in FIG. 6, the gaming machine 1 has manycomponents about a main control substrate 71 including a microcomputer31. The main control substrate 71 has a microcomputer 31, a randomnumber generator 35, a sampling circuit 36, a clock pulse generatingcircuit 37, a frequency dividing circuit 38, an illumination effectdriving circuit 61, a hopper driving circuit 63, a payout completionsignal circuit 65 and a display unit driving circuit 67.

The microcomputer 31 has a main CPU 32, a RAM 33 and a ROM 34. The mainCPU 32 operates in accordance with a program stored in the ROM 34 andexecutes an input/output of a signal to and from the other componentsthrough an I/O port 39, thereby controlling an overall operation of thegaming machine 1. The RAM 33 stores data or a stop symbol determiningprogram used when the main CPU 32 operates. For example, a random numbervalue that is sampled by the sampling circuit 36 is temporarilymaintained in the RAM after a game starts. In addition, the code numbersof the reels R1, R2, R3 are stored in the RAM. The ROM 34 stores aprogram that is executed by the main CPU 32 and permanent data.

The random number generator 35 is operated in accordance with aninstruction of the main CPU 32 and generates a random number within apredetermined range. The sampling circuit 36 samples any random numberof the random numbers that are generated by the random number generator35 in accordance with an instruction of the main CPU 32 and inputs thesampled random number into the main CPU 32. The clock pulse generatingcircuit 37 generates a reference clock for operating the main CPU 32 andthe frequency dividing circuit 38 inputs a signal that the referenceclock is divided in a predetermined period to the main CPU 32.

In addition, the main control substrate 71 is connected with a reeldriving unit 50. The reel driving unit 50 has a reel position detectingcircuit 51 that detects each position of the reels R1, R2, R3 and amotor driving circuit 52 that inputs a driving signal to motors M1, M2,M3 for rotating the respective reels R1, R2, R3. As the driving signalis inputted from the motor driving circuit 52, the motors M1, M2, M3 areoperated to rotate the respective reels R1, R2, R3.

Moreover, the main control substrate 71 is connected with the operatingbuttons 11 including a start button 11 a for inputting an instruction torotate the reels R1, R2, R3, a collect button, a bet button and the likeand allows signals corresponding to the push of the buttons to beinputted into the main CPU 32 via the I/O port 39.

In addition, the main control substrate 71 is connected with a billvalidator 58, a coin counter 59, a ticket printer 14, a card reader 15and a communication interface 69.

The bill validator 58 reads an image of bill inserted into the billinsertion slot 13 and receives the normal bill in the cabinet 3. Inaddition, when receiving the normal bill, the bill validator 58 outputsan input signal to the main CPU 32 based on an amount of the bill. Themain CPU 32 stores a credit-number in the RAM 33, which corresponds tothe amount of bill transmitted by the input signal.

The coin counter 59 is provided in the coin insertion slot 12 andidentifies whether the coin inserted into the coin insertion slot 12 bythe player is normal or not. The abnormal coin is discharged to the cointray 19. In addition, the coin counter 59 outputs an input signal to themain CPU 32 when it detects a normal coin.

The ticket printer 14 prints a barcode on a ticket, in which data suchas credit-number stored in the RAM 33, the day and time andidentification number of the gaming machine 1 is coded, based on thecontrol signal outputted from the main CPU 32, and then outputs a tickethaving the barcode attached thereto.

The card reader 15 reads the data from a smart card to transmit it tothe main CPU 32, or writes the data to the smart card based on a controlsignal from the main CPU 32.

The communication interface 69 is provided to communicate with a hostcomputer equipped in the game arcade, through the communication line.

The illumination effect driving circuit 61 outputs an effect signal thatcauses the light-emitting unit 20 to execute an illumination effect. Thelight-emitting unit 20 consists of many lamps or LED including the sidelamps 22, the speaker lamps 24, the under lamps 25 and the top lamps 26.

The hopper driving circuit 63 drives a hopper 64 under control of themain CPU 32. The hopper 64 executes an operation of paying out a coinand pays out the coin to the coin tray 19. The payout completion signalcircuit 65 inputs data of the coin-number from a coin detection unit 66connected thereto and inputs a signal, which notifies payout completionof the coin when the coin-number reaches a predetermined number, to themain CPU 32. The coin detection unit 66 measures the number of coinspaid out by the hopper 64 and inputs data of the measured number to thepayout completion signal circuit 65. The display unit driving circuit 67controls display operations of various display units such as the lowerliquid crystal panel 5C.

Further, the main control substrate 71 is connected with a sub controlsubstrate 72. As shown in FIG. 7, the sub control substrate 72 performsa display control of the upper liquid crystal panel 5A of the variabledisplay unit 4A, a display control of the central liquid crystal panel5B of the variable display unit 4B and an output control of a voicesound by the speaker, based on commands inputted from the main controlsubstrate 71. The sub control substrate 72 is comprised on a circuitsubstrate different from the circuit substrate constituting the maincontrol substrate 71 and has a microcomputer 73 (hereinafter, referredto as “sub microcomputer”) as a main component. In addition, the subcontrol substrate has a sound source IC 78 controlling a voice soundoutputted from the speaker 23, a power AMP 79 serving as an amplifierand an image control circuit 81 serving as a display control means ofthe upper liquid crystal panel 5A and the central liquid crystal panel5B.

The sub microcomputer 73 has a sub CPU 74 that performs a controloperation in accordance with a control command transmitted from the maincontrol substrate 71, a program ROM 75 serving as a memory means, a workRAM 76, an IN port 77 and an OUT port 80. Although the sub controlsubstrate 72 does not have a clock pulse generating circuit, a frequencydividing circuit, a random number generator and a sampling circuit, itis structured to execute a random number sampling on the operatingprogram of the sub CPU 74. The program ROM 75 stores a control programthat is executed in the sub CPU 74. The work RAM 76 is structured toserve as a temporary memory means when the control program is executedin the sub CPU 74.

The image control circuit 81 has an image control CPU 82, an imagecontrol work RAM 83, an image control program ROM 84, an IN port 85, animage ROM 86, a video RAM 87 and an image control IC 88. The imagecontrol CPU 82 determines an image that is displayed in the upper liquidcrystal panel 5A and the central liquid crystal panel 5B, in accordancewith the image control program stored in the image control program ROM84, based on a parameter that is set in the sub microcomputer 73.

The image control program ROM 84 stores an image control program that isrelated to a display in the upper liquid crystal panel 5A and thecentral liquid crystal panel 5B, or various selection tables. The imagecontrol work RAM 83 is configured to serve as a temporary memory meanswhen the image control program is executed in the image control CPU 82.The image control IC 88 forms an image corresponding to the contentdetermined in the image control CPU 82 and outputs it to the upperliquid crystal panel 5A and the central liquid crystal panel 5B.

The image ROM 86 stores dot data for forming an image. The video RAM 87serves as a temporary memory means when an image is formed in the imagecontrol IC 88.

(Operation of the Gaming Machine 1: Main Control Substrate 71)

In the followings, a process that is performed in the gaming machine 1will be described. As the main CPU 32 reads out and executes a gameprogram, a game is progressed.

(Game Executing Process)

The main CPU 32 of the gaming machine 1 carries out a game executingprocess routine shown in FIG. 8. When the game executing process routineis carried out, the main CPU 32 determines whether a coin is bet or not(S10). In this process, it is determined whether an input signal due toa push of the bet button is received or not. When it is determined thata coin is not bet (S10, NO), the step of S10 is re-executed, so that awaiting state is made until a coin is bet.

In the mean time, when it is determined that a coin is bet (S10, YES),the credit-number stored in the RAM 33 is subtracted in accordance withthe coin-number (S11). Meanwhile, when the number of coins bet isgreater than the credit-number stored in the RAM 33, the step of S11 isre-executed without subtracting the credit-number. In addition, when thenumber of coins bet exceeds the upper limit (in this embodiment, 50pieces) allowing a player to bet a coin in a single game, a step of S12is executed without subtracting the credit-number.

Next, it is determined whether a start button is ON or not (S12). Whenit is determined that the start button is not ON (S12, NO), the processis returned to the step of S10. Meanwhile, when it is determined thatthe start button is not ON (for example, the start button is not ON andan instruction to end the game is inputted), it is canceled thesubtraction result in the step of S11.

In the mean time, when the start button is ON (S12, YES), a symboldetermining process is executed (S13). In other words, a stop symboldetermining program stored in the RAM 33 is executed, so that it isdetermined a symbol matrix including the symbols 180 to be stopped onthe payline L.

Then, the symbols 180 of the display windows 7L, 7C, 7R arescroll-displayed (S14). After a scroll display of the symbols 180 isstarted and then a predetermined time (base time) has elapsed, thesymbol matrix determined in the step of S13 is stopped (rearranged) inthe display windows 7L, 7C, 7R.

Then, it is determined whether a combination is made or not, i.e.,whether a combination of the symbols 180 stopped on the payline L is awinning combination or not (S15). When it is determined that thecombination is not a winning combination (S15, NO), this routine isended. In the mean time, when it is determined that the combination is awinning combination (S15, YES), a payout process is executed (S16). Inother words, a payout-number of coins based on the winning combinationmade is calculated. When the coins to be paid out are stored, apredetermined number of credits is added to the credit-number stored inthe RAM 33. In the mean time, when the coins are paid out, a controlsignal is transmitted to the hopper 64, so that a predetermined numberof coins is paid out through the coin tray 19.

Then, it is determined whether a bonus trigger is made as a winningcombination (S17). In other words, it is determined whether acombination of “APPLE” is arranged on the payline L. When it isdetermined that a bonus trigger is not made (S17, NO), this routine isended. In the mean time, when it is determined that a bonus trigger ismade (S17, YES), a bonus game process is executed (S18). The bonus gameprocess will be described later. Then, this routine is ended.

(Bonus Game Process)

The main CPU 32 of the gaming machine 1 executes a bonus game processroutine in a step of S18 shown in FIG. 9 when it is determined in thestep of S17 of FIG. 8 that a bonus trigger is made. When the bonus gameprocess routine is executed, the main CPU 32 determines a bonus gamenumber T (A1). Then, it is determined whether the start button 11 a ispushed one time or not (A2). When it is determined that the start button11 a is not pushed one time (A2, NO), it is determined whether the startbutton 11 a is pushed twice or not (A3). When it is determined that thestart button 11 a is not pushed twice (A3, NO), the process is returnedto the step of A2. In the mean time, when it is determined that thestart button 11 a is pushed twice (A3, YES), a predetermined signal istransmitted to the sub control substrate 72 (A4).

In the step of A2, when it is determined that the start button 11 a ispushed one time (A2, YES), or after the step of A4, a symbol determiningprocess is executed (A5). In other words, the stop symbol determiningprogram stored in the RAM 33 is executed, so that a symbol matrixincluding the three symbols 180 to be stopped on the payline L isdetermined.

Then, a scroll display process is executed (A6) The scroll displayprocess will be described later. Then, it is determined whether acombination is made or not, i.e., whether a combination of the symbols180 stopped on the payline L is a winning combination or not (A7). Whenit is determined that the combination is a winning combination (A7,YES), a payout process is executed (A8). In other words, a payout-numberof coins based on the winning combination made is calculated. When thecoins to be paid out are stored, a predetermined number of coins isadded to the credit-number stored in the RAM 33. In the mean time, whenthe coins are paid out, a control signal is transmitted to the hopper64, so that a predetermined number of coins are paid out to the cointray 19.

When it is determined in the step of A7 that the combination is not awinning combination (A7, NO), or after the step of A8, it is determinedwhether a bonus trigger is made as a winning combination (A9). In otherwords, it is determined whether a combination of “APPLE” is arranged onthe payline L. When it is determined that a bonus trigger is made (A9,YES), a game number t to be added is determined (A10). Then, the gamenumber t to be added is added to the bonus game number T (A11).

When it is determined in the step of A9 that a bonus trigger is not made(A9, NO), or after the step of A11, the bonus game number T issubtracted by “1” (A12). Then, it is determined whether the bonus gamenumber is “0” or not (A13). When it is determined that the bonus gamenumber is not “0” (A13, NO), the process is returned to the step of A2.In the mean time, when it is determined that the bonus game number is“0” (A13, YES), this sub routine is ended.

(Scroll Display Process)

In the followings, it will be described a scroll display process that isexecuted in the step of A6 of FIG. 9, with reference to FIG. 10. When ascroll display process is executed, the main CPU 32 scroll-displays thesymbols 180 of the three reels R1, R2, R3, which are visible from thedisplay windows 7L, 7C, 7R (B1). Then, it is determined whether thestart button 11 a is pushed “twice” (B2). When it is determined that thestart button 11 a is not pushed “twice” (B2, NO), it is determinedwhether a base time has elapsed or not (B3). When it is determined thatthe base time has not elapsed (B3, NO), the step of B3 is repeated, sothat it is regarded that a waiting state of the base time is made.

When it is determined in the step of B2 that the start button 11 a ispushed “twice” (B2, YES), it is determined whether a special time haselapsed or not (B4) When it is determined that the special time has notelapsed (B4, NO), the step of B4 is repeated, so that it is regardedthat a waiting state of the special time is made.

When it is determined in the step of B3 that the base time has elapsed(B3, YES), or when it is determined in the step of B4 that the specialtime has elapsed (B4, YES), the symbols 180 of the left reel R1 arestopped (rearranged) in the left display window 7L (B5). Then, a waitingstate of predetermined time (for example, 1 second or less) is made(B6), and then the symbols 180 of the center reel R2 are stopped(rearranged) in the center display window 7L (B7). Then, a waiting stateof predetermined time (for example, 1 second or less) is made (B8), andthen the symbols 180 of the right reel R3 are stopped (rearranged) inthe right display window 7R (B9), so that this sub routine is ended.Thereby, the symbols 180 are sequentially stopped (rearranged) in thethree display windows 7L, 7C, 7R and the symbol matrix, which isdetermined in the step of A5, is stopped (rearranged) in the displaywindows 7L, 7C, 7R.

Like this, in the bonus game, the predetermined time is switched betweenthe base time and the special time shorter than the base time, based onthe operation received by the start button 11 a. Accordingly, when thepredetermined time is switched into the special time in the bonus game,the symbols 180 are rearranged in the timing at which the special timeshorter than the base time has elapsed, so that the time required for aunit game is shortened. Thereby, since the waiting time of the player isshortened, a player who desires to quickly end the game or a player whowants to rapidly know a game result is satisfied. In addition, when thepredetermined time is switched into the special time in the bonus game,more unit games are performed within the same time. Accordingly, therate of operation of the gaming machine 1 is increased.

(Process Operation of the Gaming Machine 1: Sub Control Substrate 72)

When the various processes are performed by the game executing processroutine in the main control substrate 71, a result or contentcorresponding to the process is inputted as a command or data to the subcontrol substrate 72. The sub control substrate 72 performs the displayof the payout-number display unit 8 of the central liquid crystal panel5B or credit-number display unit 9 and the like and displays an effectimage in the upper liquid crystal panel 5A. In addition, the sub controlsubstrate 72 performs an effect relating to an output of the sound fromthe speaker 23, in combination with, or independently of the effect inthe upper liquid crystal panel 5A.

(Notifying Sound Output Process)

In addition, the sub CPU 74 of the sub control substrate 72 outputs anotifying sound, which represents that the start button 11 a is pushedtwice, from the speaker 23, when it receives a signal outputted from themain control substrate 71 in the step of A4 of FIG. 9.

Like this, as the notifying sound corresponding to the operationreceived by the start button 11 a is outputted from the speaker 23, theplayer is notified that the predetermined time is a base time or specialtime.

Although the above descriptions have been provided with regard to thecharacteristic parts so as to understand the invention more easily, theinvention is not limited to the embodiment as described above and can beapplied to the other embodiments and the applicable scope should beconstrued as broadly as possible. Furthermore, the terms and phraseologyused in the specification have been used to correctly illustrate theinvention, not to limit it. In addition, it will be understood by thoseskilled in the art that the other structures, systems, methods and thelike included in the spirit of the invention can be easily derived fromthe spirit of the invention described in the specification. Accordingly,it should be considered that the invention covers equivalent structuresthereof without departing from the spirit and scope of the invention asdefined in the following claims. Further, the abstract is provided sothat an intellectual property office and a general public institution orone skilled in the art who is not familiar with patent and legal orprofessional terminology can quickly analyze the technical features andessences of the invention through a simple investigation. Accordingly,the abstract is not intended to limit the scope of the invention thatshould be evaluated by the claims. In addition, it is required tosufficiently refer to the documents that have been already disclosed, soas to fully understand the objects and effects of the invention.

The above descriptions include a process that is executed on a computeror computer network. The above descriptions and expressions have beenprovided so that the one skilled in the art can understand the inventionmost effectively. In the specification, the respective steps used toinduce one result or blocks having a predetermined processing functionshould be understood as a process having no self-contradiction. Inaddition, the electrical or magnetic signal is transmitted/received andwritten in the respective steps or blocks. Although the processes in therespective steps or blocks embody the signal as a bit, value, symbolcharacter, term, number and the like, it should be noted that these havebeen used for the convenience of descriptions. Further, although theprocesses in the respective steps or blocks have been often described asan expression common to a human action, the process described in thespecification is executed by a variety of devices in principle. Inaddition, the other structures necessary for the respective steps orblocks are apparent from the above descriptions.

1. A gaming machine comprising: a display that arranges a plurality ofsymbols; an input device that receives an operation from an outside anda controller programmed: (a) to start a variable display of the symbols,based on a predetermined condition, (b) to rearrange the symbols in atiming at which a predetermined time has elapsed after the variabledisplay is started, (c) to determine a winning on the basis of arelation of the symbols rearranged and (d) to switch the predeterminedtime between a base time and a special time shorter than the base time,based on the operation received by the input device.
 2. A gaming machinecomprising: a display that arranges a plurality of symbols; an inputdevice that receives an operation from an outside; a speaker thatoutputs a voice sound; and a controller programmed: (a) to start avariable display of the symbols based on a predetermined condition, (b)to rearrange the symbols in a timing at which a predetermined time haselapsed after the variable display is started, (c) to determine awinning on the basis of a relation of the symbols rearranged, (d) toswitch the predetermined time between a base time and a special timeshorter than the base time, based on the operation received by the inputdevice and (e) to output a notifying sound corresponding to an operationreceived by the input device, from the speaker.
 3. A gaming machinecomprising: a display that arranges a plurality of symbols; an inputdevice that receives an operation from an outside; and a controllerprogrammed: (a) to start a variable display of the symbols based on apredetermined condition, (b) to rearrange the symbols in a timing atwhich a predetermined time has elapsed after the variable display isstarted, (c) to determine a winning on the basis of a relation of thesymbols rearranged, (d) to shift to a specific game state when arelation of the symbols rearranged is a specific relation and (e) toswitch the predetermined time between a base time and a special timeshorter than the base time, based on the operation received by the inputdevice, in the specific game state.
 4. A gaming machine comprising: adisplay that arranges a plurality of symbols; an input device thatreceives an operation from an outside; a speaker that outputs a voicesound and a controller programmed: (a) to start a variable display ofthe symbols based on a predetermined condition, (b) to rearrange thesymbols in a timing at which a predetermined time has elapsed after thevariable display is started, (c) to determine a winning on the basis ofa relation of the symbols rearranged, (d) to shift to a specific gamestate when a relation of the symbols rearranged is a specific relation,(e) to switch the predetermined time between a base time and a specialtime shorter than the base time, based on the operation received by theinput device, in the specific game state and (f) to output a notifyingsound corresponding to an operation received by the input device, fromthe speaker.
 5. A playing method of a gaming machine repeatedlyexecuting a unit game in which a plurality of symbols are rearranged ina display, the method comprising steps of: (a) starting a variabledisplay of the symbols based on a predetermined condition, (b)rearranging the symbols in a timing at which a predetermined time haselapsed after the variable display is started, (c) determining a winningon the basis of a relation of the symbols rearranged and (d) switchingthe predetermined time between a base time and a special time shorterthan the base time, based on the operation received by the input device.6. A playing method of a gaming machine repeatedly executing a unit gamein which a plurality of symbols is rearranged in a display, the methodcomprising steps of: (a) starting a variable display of the symbolsbased on a predetermined condition, (b) rearranging the symbols in atiming at which a predetermined time has elapsed after the variabledisplay is started, (c) determining a winning on the basis of a relationof the symbols rearranged, (d) switching the predetermined time betweena base time and a special time shorter than the base time, based on theoperation received by the input device and (e) outputting a notifyingsound corresponding to an operation received by the input device, fromthe speaker.
 7. A playing method of a gaming machine repeatedlyexecuting a unit game in which a plurality of symbols are rearranged ina display, the method comprising steps of: (a) starting a variabledisplay of the symbols based on a predetermined condition, (b)rearranging the symbols in a timing at which a predetermined time haselapsed after the variable display is started, (c) determining a winningon the basis of a relation of the symbols rearranged, (d) shifting to aspecific game state when a relation of the symbols rearranged is aspecific relation and (e) switching the predetermined time between abase time and a special time shorter than the base time, based on theoperation received by the input device, in the specific game state.
 8. Aplaying method of a gaming machine repeatedly executing a unit game inwhich a plurality of symbols is rearranged in a display, the methodcomprising steps of: (a) starting a variable display of the symbolsbased on a predetermined condition, (b) rearranging the symbols in atiming at which a predetermined time has elapsed after the variabledisplay is started, (c) determining a winning on the basis of a relationof the symbols rearranged, (d) shifting to a specific game state when arelation of the symbols rearranged is a specific relation, (e) switchingthe predetermined time between a base time and a special time shorterthan the base time, based on the operation received by the input device,in the specific game state and (f) outputting a notifying soundcorresponding to an operation received by the input device, from thespeaker.